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untyped


global function GetFrontline
global function SetFrontline
global function AddCalculateFrontlineCallback

const DEBUG_FRONTLINE = false

global struct Frontline
{
	vector origin = Vector( 0.0, 0.0, 0.0 )
	vector combatDir = Vector( 0.0, 0.0, 0.0 )
	vector line = Vector( 0.0, 0.0, 0.0 )
	vector friendlyCenter = Vector( 0.0, 0.0, 0.0 )
	vector enemyCenter = Vector( 0.0, 0.0, 0.0 )
	float lastCalcTime = -1.0
}

struct
{
	Frontline frontline
	array<void functionref()> calculateFrontlineCallbacks
} file

Frontline function GetFrontline( team )
{
	if ( file.frontline.lastCalcTime < Time() )
	{
		CalculateFrontline()
		file.frontline.lastCalcTime = Time()
	}

	Frontline fl
	fl = clone file.frontline

	if ( team == TEAM_MILITIA )
	{
		fl.combatDir *= -1.0
		vector temp = fl.friendlyCenter
		fl.friendlyCenter = fl.enemyCenter
		fl.enemyCenter = temp
	}

	return fl
}

void function AddCalculateFrontlineCallback( void functionref() callbackFunc )
{
	// Check if this function has already been added
	#if DEV
		foreach ( func in file.calculateFrontlineCallbacks )
		{
			Assert( func != callbackFunc )
		}
	#endif

	file.calculateFrontlineCallbacks.append( callbackFunc )
}

void function CalculateFrontline()
{
	#if DEV
		float debugTime = 0.2
	#endif

	if ( file.calculateFrontlineCallbacks.len() > 0 )
	{
		foreach ( callbackFunc in file.calculateFrontlineCallbacks )
		{
			callbackFunc()
		}
	}
	else
	{
		vector militiaCenter = CalculateWeightedTeamCenter( TEAM_MILITIA )
		vector imcCenter = CalculateWeightedTeamCenter( TEAM_IMC )

		file.frontline.friendlyCenter = imcCenter // friendlyCenter is for TEAM_IMC by default
		file.frontline.enemyCenter = militiaCenter

		file.frontline.origin = ( militiaCenter + imcCenter ) * 0.5
		file.frontline.combatDir = Normalize( militiaCenter - imcCenter ) // combatDir is for TEAM_IMC by default
		file.frontline.line = CrossProduct( file.frontline.combatDir, Vector( 0.0, 0.0, 1.0 ) )

		#if DEV
			if ( DEBUG_FRONTLINE )
			{
				DrawBox( militiaCenter, Vector( -8.0, -8.0, -8.0 ), Vector( 8.0, 8.0, 8.0 ), 255, 102, 0, true, debugTime )
				DrawBox( imcCenter, Vector( -8.0, -8.0, -8.0 ), Vector( 8.0, 8.0, 8.0 ), 0, 0, 255, true, debugTime )
				DebugDrawLine( militiaCenter, imcCenter, 0, 255, 0, true, debugTime )
			}
		#endif
	}

	#if DEV
		if ( DEBUG_FRONTLINE )
		{
			DrawBox( file.frontline.origin, Vector( -32.0, -32.0, -32.0 ), Vector( 32.0, 32.0, 32.0 ), 255, 0, 0, true, debugTime )
			DebugDrawLine( file.frontline.origin - file.frontline.line * 500.0, file.frontline.origin + file.frontline.line * 500.0, 255, 0, 0, true, debugTime )
		}
	#endif
}

void function SetFrontline( vector origin, vector combatDir )
{
	file.frontline.origin = origin
	file.frontline.combatDir = combatDir
	file.frontline.line = CrossProduct( file.frontline.combatDir, Vector( 0.0, 0.0, 1.0 ) )
}

vector function CalculateWeightedTeamCenter( int team )
{
	array<entity> teamPlayers = GetPlayerArrayOfTeam_Alive( team )
	int teamPlayersCount = teamPlayers.len()

	if ( teamPlayersCount == 0 )
		return Vector( 0.0, 0.0, 0.0 )

	// find minimum distances between teammates
	array<float> minTeammateDistances// = arrayofsize( teamPlayersCount, 99999.0 )
	minTeammateDistances.resize( teamPlayersCount, 99999.0 )

	for ( int i = 0; i < teamPlayersCount; i++ )
	{
		entity playerI = teamPlayers[ i ]

		for ( int j = i + 1; j < teamPlayersCount; j++ )
		{
			entity playerJ = teamPlayers[ j ]
			float distanceBetweenPlayers = Distance( playerI.GetOrigin(), playerJ.GetOrigin() )

			if ( distanceBetweenPlayers < minTeammateDistances[ i ] )
				minTeammateDistances[ i ] = distanceBetweenPlayers

			if ( distanceBetweenPlayers < minTeammateDistances[ j ] )
				minTeammateDistances[ j ] = distanceBetweenPlayers
		}
	}

	vector weightedOrgSum = Vector( 0.0, 0.0, 0.0 )
	float weightSum = 0.0
	float weight = 0.0
	float halfPi = 1.57 // passing a fraction of this value into sin which gives us the first part of a sin wave from 0 - 1
	float maxPossibleDistance = MAX_WORLD_RANGE
	float magicNumber = 14.0 // magic number gives the desired falloff

	// calculate a weighted origin based on how close players are to teammates
	foreach ( index, player in teamPlayers )
	{
		float radians = halfPi * ( minTeammateDistances[ index ] / maxPossibleDistance ) // radians will be a value between 0 - halfPi
		weight = pow( ( 1.0 - sin( radians ) ), magicNumber ) // pow squashes the result so the curve has the falloff that's desired

		weightedOrgSum += player.GetOrigin() * weight
		weightSum += weight
	}

	return weightedOrgSum / weightSum
}